local ____lualib = require("lualib_bundle") local __TS__Class = ____lualib.__TS__Class local __TS__ClassExtends = ____lualib.__TS__ClassExtends local __TS__Decorate = ____lualib.__TS__Decorate local ____exports = {} local ____difficulty_manager = require("difficulty_manager") local Difficulty = ____difficulty_manager.Difficulty local ____dota_ts_adapter = require("lib.dota_ts_adapter") local BaseAbility = ____dota_ts_adapter.BaseAbility local BaseModifier = ____dota_ts_adapter.BaseModifier local registerAbility = ____dota_ts_adapter.registerAbility local registerModifier = ____dota_ts_adapter.registerModifier --- Пассив волны: проход сквозь юнитов и бонус к скорости передвижения. ____exports.wave_phasing_march = __TS__Class() local wave_phasing_march = ____exports.wave_phasing_march wave_phasing_march.name = "wave_phasing_march" wave_phasing_march.____file_path = "scripts/vscripts/abilities/creep/wave_phasing_march.lua" __TS__ClassExtends(wave_phasing_march, BaseAbility) function wave_phasing_march.prototype.GetIntrinsicModifierName(self) return "modifier_wave_phasing_march_passive" end wave_phasing_march = __TS__Decorate( wave_phasing_march, wave_phasing_march, {registerAbility(nil)}, {kind = "class", name = "wave_phasing_march"} ) ____exports.wave_phasing_march = wave_phasing_march ____exports.modifier_wave_phasing_march_passive = __TS__Class() local modifier_wave_phasing_march_passive = ____exports.modifier_wave_phasing_march_passive modifier_wave_phasing_march_passive.name = "modifier_wave_phasing_march_passive" modifier_wave_phasing_march_passive.____file_path = "scripts/vscripts/abilities/creep/wave_phasing_march.lua" __TS__ClassExtends(modifier_wave_phasing_march_passive, BaseModifier) function modifier_wave_phasing_march_passive.prototype.IsHidden(self) return true end function modifier_wave_phasing_march_passive.prototype.IsDebuff(self) return false end function modifier_wave_phasing_march_passive.prototype.IsPurgable(self) return false end function modifier_wave_phasing_march_passive.prototype.DeclareFunctions(self) return {MODIFIER_PROPERTY_MOVESPEED_BONUS_CONSTANT} end function modifier_wave_phasing_march_passive.prototype.GetModifierMoveSpeedBonus_Constant(self) local ab = self:GetAbility() if not ab then return 0 end return ab:GetSpecialValueFor("bonus_movement_speed") * Difficulty:getNpcStatScale() end function modifier_wave_phasing_march_passive.prototype.CheckState(self) return {[MODIFIER_STATE_NO_UNIT_COLLISION] = true} end modifier_wave_phasing_march_passive = __TS__Decorate( modifier_wave_phasing_march_passive, modifier_wave_phasing_march_passive, {registerModifier(nil)}, {kind = "class", name = "modifier_wave_phasing_march_passive"} ) ____exports.modifier_wave_phasing_march_passive = modifier_wave_phasing_march_passive return ____exports